Scene audio naming cleanup:
Remane sound_scene_handle to playback handle. sound_scene_handle was a part of scene so we could see code like scene- often in the same function. If I understand things correctly, in audaspace lingo, the playback_handle corresponds to a Reader while the scene_sound corresponds to a Factory. More cleanups will be done here later, but changing this now because my brain hurts trying to remember which is which...
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@ -139,8 +139,8 @@ static void sound_sync_callback(void *data, int mode, float time)
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BKE_sound_play_scene(scene);
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else
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BKE_sound_stop_scene(scene);
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if (scene->sound_scene_handle)
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AUD_seek(scene->sound_scene_handle, time);
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if (scene->playback_handle)
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AUD_seek(scene->playback_handle, time);
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}
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scene = scene->id.next;
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}
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@ -383,15 +383,15 @@ void BKE_sound_create_scene(struct Scene *scene)
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scene->sound_scene = AUD_createSequencer(FPS, scene->audio.flag & AUDIO_MUTE);
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AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
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scene->audio.doppler_factor, scene->audio.distance_model);
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scene->sound_scene_handle = NULL;
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scene->playback_handle = NULL;
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scene->sound_scrub_handle = NULL;
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scene->speaker_handles = NULL;
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}
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void BKE_sound_destroy_scene(struct Scene *scene)
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{
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if (scene->sound_scene_handle)
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AUD_stop(scene->sound_scene_handle);
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if (scene->playback_handle)
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AUD_stop(scene->playback_handle);
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if (scene->sound_scrub_handle)
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AUD_stop(scene->sound_scrub_handle);
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if (scene->sound_scene)
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@ -524,13 +524,13 @@ void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
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static void sound_start_play_scene(struct Scene *scene)
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{
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if (scene->sound_scene_handle)
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AUD_stop(scene->sound_scene_handle);
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if (scene->playback_handle)
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AUD_stop(scene->playback_handle);
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AUD_setSequencerDeviceSpecs(scene->sound_scene);
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if ((scene->sound_scene_handle = AUD_play(scene->sound_scene, 1)))
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AUD_setLoop(scene->sound_scene_handle, -1);
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if ((scene->playback_handle = AUD_play(scene->sound_scene, 1)))
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AUD_setLoop(scene->playback_handle, -1);
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}
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void BKE_sound_play_scene(struct Scene *scene)
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@ -540,20 +540,20 @@ void BKE_sound_play_scene(struct Scene *scene)
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AUD_lock();
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status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID;
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status = scene->playback_handle ? AUD_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
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if (status == AUD_STATUS_INVALID) {
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sound_start_play_scene(scene);
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if (!scene->sound_scene_handle) {
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if (!scene->playback_handle) {
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AUD_unlock();
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return;
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}
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}
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if (status != AUD_STATUS_PLAYING) {
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AUD_seek(scene->sound_scene_handle, cur_time);
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AUD_resume(scene->sound_scene_handle);
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AUD_seek(scene->playback_handle, cur_time);
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AUD_resume(scene->playback_handle);
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}
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if (scene->audio.flag & AUDIO_SYNC)
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@ -564,8 +564,8 @@ void BKE_sound_play_scene(struct Scene *scene)
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void BKE_sound_stop_scene(struct Scene *scene)
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{
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if (scene->sound_scene_handle) {
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AUD_pause(scene->sound_scene_handle);
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if (scene->playback_handle) {
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AUD_pause(scene->playback_handle);
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if (scene->audio.flag & AUDIO_SYNC)
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AUD_stopPlayback();
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@ -583,17 +583,17 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
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AUD_lock();
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status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID;
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status = scene->playback_handle ? AUD_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
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if (status == AUD_STATUS_INVALID) {
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sound_start_play_scene(scene);
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if (!scene->sound_scene_handle) {
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if (!scene->playback_handle) {
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AUD_unlock();
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return;
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}
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AUD_pause(scene->sound_scene_handle);
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AUD_pause(scene->playback_handle);
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}
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animation_playing = 0;
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@ -606,13 +606,13 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
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if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
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if (scene->audio.flag & AUDIO_SYNC) {
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AUD_seek(scene->sound_scene_handle, cur_time);
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AUD_seekSequencer(scene->sound_scene_handle, cur_time);
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AUD_seek(scene->playback_handle, cur_time);
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AUD_seekSequencer(scene->playback_handle, cur_time);
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}
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else {
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AUD_seek(scene->sound_scene_handle, cur_time);
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AUD_seek(scene->playback_handle, cur_time);
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}
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AUD_resume(scene->sound_scene_handle);
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AUD_resume(scene->playback_handle);
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if (scene->sound_scrub_handle && AUD_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
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AUD_seek(scene->sound_scrub_handle, 0);
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}
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@ -620,16 +620,16 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
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if (scene->sound_scrub_handle) {
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AUD_stop(scene->sound_scrub_handle);
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}
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scene->sound_scrub_handle = AUD_pauseAfter(scene->sound_scene_handle, one_frame);
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scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
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}
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}
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else {
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if (scene->audio.flag & AUDIO_SYNC) {
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AUD_seekSequencer(scene->sound_scene_handle, cur_time);
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AUD_seekSequencer(scene->playback_handle, cur_time);
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}
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else {
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if (status == AUD_STATUS_PLAYING) {
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AUD_seek(scene->sound_scene_handle, cur_time);
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AUD_seek(scene->playback_handle, cur_time);
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}
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}
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}
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@ -639,11 +639,11 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
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float BKE_sound_sync_scene(struct Scene *scene)
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{
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if (scene->sound_scene_handle) {
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if (scene->playback_handle) {
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if (scene->audio.flag & AUDIO_SYNC)
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return AUD_getSequencerPosition(scene->sound_scene_handle);
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return AUD_getSequencerPosition(scene->playback_handle);
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else
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return AUD_getPosition(scene->sound_scene_handle);
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return AUD_getPosition(scene->playback_handle);
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}
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return NAN_FLT;
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}
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@ -1394,7 +1394,7 @@ typedef struct Scene {
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ListBase transform_spaces;
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void *sound_scene;
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void *sound_scene_handle;
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void *playback_handle;
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void *sound_scrub_handle;
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void *speaker_handles;
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